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FP11 Public Beta totally rocks!

July 14th, 2011 | Posted by lars in Molehill / Stage3D | ND2D | Talk

Hi there,

I just updated ND2D to the latest public beta of the Flash Player 11. I’m totally amazed how much faster the new player is. Without any codechanges I get as twice as much FPS in most of my demos. Check it out:

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24 Responses

  • Tyler says:

    Awesome, the performance looks great! I’ve really been hoping you’re still working on this, as I’m not seeing a lot of others currently working on 2D molehill solutions. I certainly wouldn’t be disappointed if you eventually come out with a commercial offering. :-)

  • Tyler says:

    To be honest, I don’t know how you can even measure the performance right now. I’m getting straight 60fps with almost no CPU usage on all of them. Even on the demo with the little guys walking around, I must have clicked the Add button 50 times and the frame rate never dipped.

  • Fantastic work! You seriously rock. I’m grateful for your continued efforts and just wanted you to know there are many silent lurkers eagerly awaiting every new version even if there aren’t lots of comments. Keep up the great work.

    Feature requests: box2d integration! See http://www.flashrealtime.com/m2d/ for the best way to get the most fps by using the box2d swc compiled by alchemy.

  • Hasufel says:

    Hello Lars, I’m glad too that you keep on working on ND2D. I follow your project since some time now, and glad that you updated as soon as a beta of fp11 got released, so many thanks! The examples look brilliant. Question, though: I’m using cs5/cs5.5, updated playerglobal.swc to latest one, but cannot compile anymore, as materials/AMeterial.as does not find VertexBufferHelper and VertexRegisterInfo. If you could help us out, please? I noticed that ChooChoo did notify that the new playerglobal.swc breaks the engine as well. Is it the same problem? Please, keep on going, I’d like to help put more demos/games featuring ND2D! Thank you again :)

  • Paul says:

    On my pc(windows 7 very good configuration, ie 9 ) it works great 60 fps but every 5-6 sec animations stops for few ms.
    fps drop only 5-6 to 55-54 but you can see clearly it is not smooth. I wonder if it is garbage collector or some problem with player?

  • L says:

    Awesome Work!
    BUt I’m wondering , how I could dispose the content of Texture or Content3D~?

  • lars says:

    @FunkyPants: I’m adding box2d examples. I think there is no integration needed, because you can connect ns2d and box2d so easily.

  • lars says:

    @Paul: It should work with the latest playerglobal.swc available on adobe labs. See the link I added on the github page. I don’t know how to integrate it in flash cs5. since I’m using IntelliJ, but it should work…

  • lars says:

    @Paul: I noticed this as well. I don’t know yet if it’s player related or an issue in the engine. Let’s find out
    @L: Proper cleaning up and disposing will be implemented soon ..

  • Jared says:

    Yeah the engine is working a lot better as you said. It seems to me like demo’s with lots of sprite2d is not really affected that much, but the basic examples I get 2 times the fps.

    On that note I am trying to make a tilemap and saw about a 5fps increase on it with the latest update.

    It’d be nice to have something like adobe’s cacheAsBitmap for a node2d object. If that is not possible, a “sleep” on any node2d object, not just a world, would also be a nice addition, so that you can turn certain sprites off when not being used, saving some speed.

    Good job and can’t wait for update on PixelBender3D!

  • L says:

    Hey, lars.
    It’s great to see your reply here.
    I’m wondering if I could use ND2D in the mxml projection ?

  • L says:

    @L I may find myself out at http://forums.adobe.com/thread/808001
    while in mxml , I should set the backgroudalpha=0 to show the stage3d content

  • Tyler says:

    Are you still waiting for a new PixelBender3D version in order to make changes that will affect the Sprite2DCloud batch rendering, or was that something that happened after the last PB3D update that came out? From what I can tell, in its current state it’s able to handle more objects on screen than the fastest techniques could achieve with previous Flash players.

  • Jared (Choochoo) says:

    @L
    I got it working in a flex app, what I did was these 4 things
    (you can do it other ways though), this is using the Main.as file in the examples

    1) In a Flex app, set application alpha to 0
    2) Change World2D to extend SpriteVisualElement instead of Sprite
    3) In Main.as take everything in the default constructor (except ‘super’ line) , and copy and paste it into a new addedToStage event
    4) Go back to Flex Spark app create addedToStage event and add this line
    addElement(new Main());

    !! Make sure you remove playerglobal.swc in Flexlibrary and have it point to the new playerglobal.swc

  • Jared (Choochoo) says:

    @L
    to not change World2D you can do it like every step i mentioned, but instead add the sprite to a UIComponent instead of making it a spritevisualelement.

    Just depends if you like working in Spark or Halo

  • lars says:

    @Tyler: I’m still waiting for an update, it could still be a lot faster… Let’s see ;)

  • Mike Wiering says:

    Feature request: could you make an option to use nearest neighbor instead of linear filtering when you zoom in? Pixel art looks much better if you have big pixels instead of a blurry image.
    Also, are you planning to make tilemaps?

  • mudboots says:

    Awesome.I really hope nd2d will become a de-facto standard of molehill 2d rendering!
    by the way, one question here.
    Traditional built-in Graphics class has its own drawTriangles() method as a member, which allows users to perform deformed bitmap rendering.
    Is there any way to realize this using nd2d?

  • Jared I says:

    Any chance for Flex project demo ? I try to set new project, but have blank screen after fixed stage= ‘null’ problem

  • Larry (FireStone) says:

    @Jared: Using examples in Flex 4.5.1 take between 30-70% more CPU than http://nulldesign.de/nd2d/tests/

  • lars says:

    @Mike: Good idea. I’ll try to add this option soon.

    @mudboots: You can use the Grid2D and modify the vertices within the grid to achieve deformation effects. Just have a look at the examples.

  • wman says:

    Hi Lars,

    on my MacBookPro all Test are laggy.
    My System is:

    Modellname: MacBook Pro
    Modell-Identifizierung: MacBookPro5,2
    Prozessortyp: Intel Core 2 Duo
    Prozessorgeschwindigkeit: 3,06 GHz
    Anzahl der Prozessoren: 1
    Gesamtzahl der Kerne: 2
    L2-Cache: 6 MB
    Speicher: 4 GB
    Busgeschwindigkeit: 1,07 GHz
    Boot-ROM-Version: MBP52.008E.B05

    GFX:
    Chipsatz-Modell: NVIDIA GeForce 9400M
    Typ: GPU
    Bus: PCI
    VRAM (gesamt): 256 MB
    Hersteller: NVIDIA (0x10de)
    Geräte-ID: 0×0863
    Versions-ID: 0x00b1
    ROM-Version: 3436
    gMux-Version: 1.7.10

  • Paul says:

    Hey Lars,
    Great work but demos still lags every few seconds even on very strong machine. Periodic nature of fps/drop make me think it is some garbage collector issue or something like this.

  • lars says:

    @Paul: Yes, I think it’s a garbage collector issue. I have no idea at the moment what this is causing or if it’s just the beta player… Let’s find out.



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